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@tsubaki
Created October 23, 2018 14:52
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using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
public class TestSystem5 : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
return new Process().ScheduleSingle(this, inputDeps);
}
struct Process : IJobProcessComponentData<SampleData4>
{
public void Execute([ReadOnly] ref SampleData4 data)
{
Debug.Log("sample5");
}
}
}
using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
public class TestSystem6 : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
return new Process().ScheduleSingle(this, inputDeps);
}
struct Process : IJobProcessComponentData<SampleData4>
{
public void Execute([ReadOnly] ref SampleData4 data)
{
Debug.Log("sample6");
}
}
}
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